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How to I reimport an edited model back into blender?
I got a model and edited a few things on it, eye and hair color, things like that. I wanted to put it back into blender so that I could atlas it but when I import it back into Blender, it reverts back to it's original unedited state.. So how do I make this not happen because once I atlas it, I can't edit the materials again because they all become combined into one.
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Showing 1-4 of 4 comments
Doranos Jan 7, 2020 @ 2:47pm 
You will need to manually change the material while in blender and not in Unity.
Mio Rin Jan 9, 2020 @ 8:15am 
Always save a separate .blend file with the model before atlasing and combining materials (baking).
Then it's simpler to make changes and rebake a new version for export to Unity.

Pulling the exported model back from Unity to Blender can be like trying to un-bake the cookie to add the cinnamon to the dough.
QP Jan 9, 2020 @ 6:47pm 
Unity doesn't have the built-in capability of exporting edited changes to an FBX for use in other programs, but third parties have made an FBX exporter add-on for Unity, and it should be available for free on Unity's website. Or at least it was last time I checked. That'll allow you to export an FBX version of your edited avatar from Unity. Just search for "FBX exporter" in the Unity store, maybe...I think...

However, if all you need to change is some coloring on materials, then like Doranos said, it would be a lot easier just to apply the edited materials to the base model in Blender itself, and you wouldn't have to rely on installing third party mods to your unity. It's honestly as easy as clicking one or two buttons.

Or you could just atlas your base model, and then paste the edited materials over the atlased files. Also really easy.
Guh~hey~hey~♫ Jan 10, 2020 @ 1:07pm 
It doesnt "revert back". Edits you make in unity only change things in unity, the FBX file stay the same as before you imported it.
Now changing materials in blender is failry easy to do, just change the file path in the material tab and tinker around in the texture tab till the texture appear properly (basically pick between multiply or mix for the texture property, activate alpha and color rendering and then set Z-transaprancy to zero in the material tab).
Dont forget to check if the UVMap is single and properly named in the data tab (if it isnt named UVMap it wont work).
I'd recommand to find yourself a tutorial on youtube and learn to do manual atlasings too while you're at it. The automatic atlasing most of the time mess up the texture definition completely by shrinking the UVMap of your different meshes stupidly, using only a quarter of the total UVMap area to render the entire model....
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Date Posted: Jan 6, 2020 @ 7:23pm
Posts: 4